using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;
using PerformanceTimers;
using System.Threading;

namespace Test
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        PerformanceTracker updateTracker;
        PerformanceTracker drawTracker;
        PerformanceTracker piTracker;
        PerformanceTracker spinningTracker;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            updateTracker = new PerformanceTracker("Update");
            drawTracker = new PerformanceTracker("Draw");
            piTracker = new PerformanceTracker("ComputingPi");
            spinningTracker = new PerformanceTracker("Spinning");

            IsFixedTimeStep = false;
            IsMouseVisible = true;
            graphics.SynchronizeWithVerticalRetrace = false;

            Thread.CurrentThread.Name = "Main Thread";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            var font = Content.Load<SpriteFont>("Consolas");
            Components.Add(new PerformanceViewer(this, font));

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            updateTracker.Start();
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            ThreadPool.QueueUserWorkItem(state => Spin());
            //Parallel.Start(() =>
            //    {
            //        sleepTracker.Start();
            //        Thread.Sleep(5);
            //        sleepTracker.Stop();
            //    });

            // TODO: Add your update logic here
            Spin();
            CalcualtePi();

            base.Update(gameTime);
            updateTracker.Stop();
        }

        private void CalcualtePi()
        {
            piTracker.Start();

            Thread.Sleep(5);

            piTracker.Stop();
        }

        private void Spin()
        {
            spinningTracker.Start();

            for (int i = 0; i < 10000; i++)
            {
                Thread.Sleep(0);
            }

            spinningTracker.Stop();
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            drawTracker.Start();
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
            drawTracker.Stop();
        }
    }
}
